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crazy_Baboon

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Posts posted by crazy_Baboon

  1. Hi all, 

    I have just released version 1.0 of the Afrika map (after 4 years in standby).

    Basically, civs are forced to go to Africa since it is the only place where there is metal and stone (see screenshots). These resources are lumped together so, who controls these regions wins the game.

    I have attached some screenshots of the map. It is a huge map, so details cannot be seen at these scales.

     

    Try out this map in https://github.com/crazyBaboon/0ad_geo_maps

     

    Let me know what you think of it!

     

    Cheers

    A.png

    B.png

    C.png

    • Like 3
  2. On 27/01/2024 at 7:51 AM, gameboy said:

    How to configure the windows system?

    On Linux, I added the line "gui.scale=2.0" to the file "user.cfg" inside the directory "/home/username/.config/0ad/config/"

    On MS Windows, I don't know where that file "user.cfg" is, but u gotta find it and edit it!

     

    ps: Note that .config is a hidden folder, so you need CTRL+H to view it on a Linux file browser.

     

  3. How is the support for HDPI coming along on 0ad?

    In my laptop i get this home screen with super tiny icons:

    2007364448_Screenshotfrom2023-05-1607-25-10.thumb.png.b9bd1c89ef1bd1a0fe0429a9435b1cd0.png

    the worst part is that the mouse is misaligned with the UI buttons.

     

    My laptop screen i believe is 240 DPI. I am running Linux:

    OS: openSUSE Tumbleweed  
    Kernel: 6.3.1-2-default
    Resolution: 2880x1800
    GPU: Intel TigerLake-LP  

    Thanks!

     

     

     

     

  4. Hi, I am trying to go back a little and enjoy Alpha 23b as this is my favorite release.

     

    I have downloaded data and source code from https://releases.wildfiregames.com/.

     

    First step:

    cd 0ad/build/workspaces
    ./update-workspaces.sh -j3

     is successful.

     

    However, when i do

    cd gcc
    make -j3

    I get the following error:

    ==== Building mocks_real (release) ====
    ==== Building network (release) ====
    ==== Building tinygettext (release) ====
    ==== Building lobby (release) ====
    ==== Building glooxwrapper (release) ====
    ==== Building simulation2 (release) ====
    ==== Building scriptinterface (release) ====
    ==== Building engine (release) ====
    JSInterface_Network.cpp
    CConsole.cpp
    GameSetup.cpp
    HWDetect.cpp
    Globals.cpp
    Hotkey.cpp
    In file included from ../../../source/ps/KeyName.h:22,
                     from ../../../source/ps/Globals.h:23,
                     from ../../../source/ps/Globals.cpp:19:
    ../../../source/lib/external_libraries/libsdl.h:32:11: fatal error: SDL.h: No such file or directory
       32 | # include "SDL.h"
          |           ^~~~~~~
    compilation terminated.

    But i have libsdl2-dev installed on my Linux Mint system.

     

    Any idea why this is not working?

     

    Thanks!

     

     

    • Like 1
  5. @Langbart Thanks!

    I wonder how to disable the food and wood entities on the minimap?

    I find them quite distracting and have very little use.

     

    What I have tried:

    I tried tempering with binaries/data/mods/public/simulation/templates/template_unit_fauna.xml

    section <Minimap>, but there is no option for transparency.

    Also, If i delete the section <Minimap>, I get white entities on my minimap that correspond to the food entities.

     

     

  6. Hi,

    I have been playing a rated game against a player (ilisos), and we had a nice fight for 30 min, but i lost.

    Unfortunately I clicked the exit button rather than the Resign button, which means he did not get any extra (well deserved) points.

    To try and remedy that, I set up a quick rated match with ilisos and I resigned immediatly. It did not work. I don't think he got any extra points and i only have 2 losses (it should have been increased to 3 losses).

    So, I don't know what is going on...

    Any ideas on what is happening?

     

    Thanks!

     

     

     

  7. Hi!

    I am trying to run my custom map South East Asia,

    I placed the South_East_Asia.pmp and South_East_Asia.xml files inside /home/pinto/Documents/0ad/binaries/data/mods/public/maps/scenarios

    but i am having problems. When i load the map, Alpha 25 segfaults and displays the following message on the terminal:

    $ ./pyrogenesis 
    TIMER| InitVfs: 23.8332 ms
    Writing the mainlog at /home/pinto/.config/0ad/logs/mainlog.html
    TIMER| CONFIG_Init: 18.8077 ms
    Sound: AlcInit success, using OpenAL Soft
    TIMER| shutdown ConfigDB: 79.267 us
    TIMER| resource modules: 521.016 ms
    TIMER TOTALS (9 clients)
    -----------------------------------------------------
      tc_pool_alloc: 0 c (0x)
      tc_png_decode: 0 c (0x)
      tc_dds_transform: 0 c (0x)
      tc_transform: 0 c (0x)
      tc_plain_transform: 0 c (0x)
      tc_ShaderGLSLLink: 0 c (0x)
      tc_ShaderGLSLCompile: 0 c (0x)
      tc_ShaderValidation: 0 c (0x)
      xml_validation: 0 c (0x)
    -----------------------------------------------------
    TIMER| shutdown misc: 464.88 us
    TIMER| InitVfs: 1.52447 ms
    Writing the mainlog at /home/pinto/.config/0ad/logs/mainlog.html
    TIMER| CONFIG_Init: 28.6992 ms
    Sound: AlcInit success, using OpenAL Soft
    UserReport written to /home/pinto/.config/0ad/logs/userreport_hwdetect.txt
    TIMER| RunHardwareDetection: 88.3513 ms
    TIMER| write_sys_info: 16.2818 ms
    TIMER| InitRenderer: 77.209 ms
    TIMER| ps_console: 18.4001 ms
    TIMER| ps_lang_hotkeys: 3.15225 ms
    TIMER| common/modern/setup.xml: 22.1338 ms
    TIMER| common/modern/styles.xml: 429.563 us
    TIMER| common/modern/sprites.xml: 2.51888 ms
    TIMER| common/setup.xml: 1.15458 ms
    TIMER| common/sprites.xml: 3.55792 ms
    TIMER| common/styles.xml: 351.972 us
    TIMER| pregame/backgrounds/: 3.19199 ms
    TIMER| pregame/sprites.xml: 375.72 us
    TIMER| pregame/styles.xml: 159.873 us
    TIMER| pregame/mainmenu.xml: 418.89 ms
    TIMER| common/global.xml: 665.619 us
    TIMER| common/modern/setup.xml: 172.125 us
    TIMER| common/modern/styles.xml: 133.655 us
    TIMER| common/modern/sprites.xml: 1.41471 ms
    TIMER| common/sprites.xml: 537.27 us
    TIMER| splashscreen/setup.xml: 1.37744 ms
    TIMER| splashscreen/splashscreen.xml: 24.0375 ms
    TIMER| common/global.xml: 273.046 us
    TIMER| common/modern/setup.xml: 147.096 us
    TIMER| common/modern/styles.xml: 115.492 us
    TIMER| common/modern/sprites.xml: 1.02008 ms
    TIMER| common/setup.xml: 299.342 us
    TIMER| common/sprites.xml: 560.042 us
    TIMER| common/styles.xml: 92.851 us
    TIMER| loadgame/load.xml: 138.126 ms
    TIMER| GetSavedGames: 11.786 ms
    TIMER| common/modern/setup.xml: 201.056 us
    TIMER| common/modern/styles.xml: 184.124 us
    TIMER| common/modern/sprites.xml: 1.84496 ms
    TIMER| common/setup.xml: 357.055 us
    TIMER| common/sprites.xml: 710.648 us
    TIMER| common/styles.xml: 115.152 us
    TIMER| loadgame/load.xml: 17.2758 ms
    TIMER| GetSavedGames: 3.311 us
    TIMER| common/modern/setup.xml: 285.538 us
    TIMER| common/modern/styles.xml: 251.378 us
    TIMER| common/modern/sprites.xml: 2.36145 ms
    TIMER| common/setup.xml: 468.513 us
    TIMER| common/sprites.xml: 866.208 us
    TIMER| common/styles.xml: 157.26 us
    TIMER| gamesetup/setup.xml: 96.823 ms
    TIMER| gamesetup/styles.xml: 253.182 us
    TIMER| gamesetup/gamesetup.xml: 196.291 ms
    TIMER| common/global.xml: 272.361 us
    Writing replay to /home/pinto/.local/share/0ad/replays/0.0.25/2021-05-17_0001
    terminate called after throwing an instance of 'PSERROR_Game_World_MapLoadFailed'
      what():  Could not load terrain file - too old version!
    Aborted (core dumped)

    Am I doing something wrong?

     

    Thanks!

     

    Version of Alpha 25 is the most recent from the github mirror.

  8. 2 hours ago, Andrettin said:

    IMO: even if feasible to implement people dying from falling trees, I'm not sure I see a gameplay advantage to doing it... it would be cool the first time to see it, but then it would probably either be ignored (if units deal with it on their own) or get tiresome (if the player has to micro their wood gatherers).

    Exactly, I agree: best to leave it just for the animation!

    • Like 1
  9. Thanks @Stan`

     

    Quote

    If we wanted to do it the programming way, the problem would be that three would look weird when falling because it has no roots. To fix that you need new art which 300 new roots.

    Not quite. For example, in minutes 7:16 - 7:30 it is possible to see how falling trees are handled by AoE 3. Quite nice technique and no need to implement/add art for roots!

     

     

     

  10. Hi,

    I am wondering how to implement the following:

    1) When a player cuts a tree, the tree will fall in some direction.

     

    Has any work on this been done?

    What technology would it be required to implement these two features (C/C++, JavaScript...,)?

    What would be the best way to start?

     

    Thanks!

     

     

    EDIT: Previously, there was a point 2):

    2)the tree could kill units while falling, that would have to run away from the falling tree.

    But this is probably a bad idea so i removed it...

    • Like 2
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